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/cvs/deliantra/server/server/disease.C
Revision: 1.34
Committed: Sun Aug 12 07:04:48 2007 UTC (16 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.33: +0 -1 lines
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# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in
26 * living.c
27 */
28
29 /*
30
31 For DISEASES:
32 Stat Property Definition
33
34 attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
35 other_arch Creation object created and dropped when symptom moved.
36 title Message When the "disease" "infects" something, it will
37 print "title victim!!!" to the player who owns
38 the "disease".
39 wc+ Infectiousness How well the plague spreads person-to-person
40 magic+ Range range of infection
41 Stats* Disability What stats are reduced by the disease (str con...)
42 maxhp+ Persistence How long the disease can last OUTSIDE the host.
43 value TimeLeft Counter for persistence
44 dam^ Damage How much damage it does (%?).
45 maxgrace+ Duration How long before the disease is naturally cured.
46 food DurCount Counter for Duration
47
48 speed Speed How often the disease moves.
49 last_sp^ Lethargy Percentage of max speed--10 = 10% speed.
50
51 maxsp^ Mana deplete Saps mana.
52 ac^ Progressiveness How the diseases increases in severity.
53 last_eat*^ Deplete food saps food if negative
54 last_heal GrantImmunity If nonzero, disease does NOT grant immunity
55 when it runs out
56
57 exp experience experience awarded when plague cured
58 hp*^ ReduceRegen reduces regeneration of disease-bearer
59 sp*^ ReduceSpRegen reduces spellpoint regeneration
60
61 name Name Name of the plague
62 msg message What the plague says when it strikes.
63 race those affected species/race the plague strikes (* = everything)
64 level Plague Level General description of the plague's deadliness
65 armour Attenuation reduction in wc per generation of disease.
66 This builds in a self-limiting factor.
67
68
69 Explanations:
70 * means this # should be negative to cause adverse effect.
71 + means that this effect is modulated in spells by ldur
72 ^ means that this effect is modulated in spells by ldam
73
74 attacktype is the attacktype used by the disease to smite "dam" damage with.
75
76 wc/127 is the chance of someone in range catching it.
77
78 magic is the range at which infection may occur. If negative, the range is
79 NOT level dependent.
80
81 Stats are stat modifications. These should typically be negative.
82
83 maxhp is how long the disease will persist if the host dies and "drops" it,
84 in "disease moves", i.e., moves of the disease. If negative, permanent.
85
86
87 value is the counter for maxhp, it starts at maxhp and drops...
88
89 dam if positive, it is straight damage. if negative, a %-age.
90
91 maxgrace how long in "disease moves" the disease lasts in the host, if negative,
92 permanent until cured.
93
94 food if negative, disease is permanent. otherwise, decreases at <speed>,
95 disease goes away at food=0, set to "maxgrace" on infection.
96
97 speed is the speed of the disease, how fast "disease moves" occur.
98
99 last_sp is the lethargy imposed on the player by the disease. A lethargy
100 of "1" reduces the players speed to 1% of its normal value.
101
102 maxsp how much mana is sapped per "disease move". if negative, a %-age is
103 taken.
104
105 ac every "disease move" the severity of the symptoms are increased by
106 ac/100. (severity = 1 + (accumlated_progression)/100)
107
108 last_eat increases food usage if negative.
109
110
111
112 For SYMPTOMS:
113
114 Stats modify stats
115 hp modify regen
116 value progression counter (multiplier = value/100)
117 food modify food use (from last_eat in DISEASE)
118 maxsp suck mana ( as noted for DISEASE)
119 last_sp Lethargy
120 msg What to say
121 speed speed of movement, from DISEASE
122
123
124 */
125
126
127 #include <global.h>
128 #include <object.h>
129 #include <living.h>
130 #include <sproto.h>
131 #include <spells.h>
132 #include <sounds.h>
133 #include <skills.h>
134
135 /* IMPLEMENTATION NOTES
136
137 Diseases may be contageous. They are objects which exist in a player's
138 inventory. They themselves do nothing, except modify Symptoms, or
139 spread to other live objects. Symptoms are what actually damage the player:
140 these are their own object. */
141
142 /* check if victim is susceptible to disease. */
143 static int
144 is_susceptible_to_disease (object *victim, object *disease)
145 {
146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
147 return 0;
148
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
150 return 1;
151
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0;
159 }
160
161 int
162 move_disease (object *disease)
163 {
164 /* first task is to determine if the disease is inside or outside of someone.
165 * If outside, we decrement 'value' until we're gone.
166 */
167
168 if (!disease->env)
169 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0)
171 disease->value--;
172
173 if (!disease->value)
174 {
175 disease->destroy ();
176 return 1;
177 }
178 }
179 else
180 {
181 /* if we're inside a person, have the disease run its course */
182 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0)
184 {
185 disease->stats.food--;
186
187 if (!disease->stats.food)
188 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease);
191 disease->destroy ();
192 return 1;
193 }
194 }
195 }
196
197 /* check to see if we infect others */
198 check_infection (disease);
199
200 /* impose or modify the symptoms of the disease */
201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease);
203
204 return 0;
205 }
206
207 /* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the
209 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease.
212 */
213
214 int
215 remove_symptoms (object *disease)
216 {
217 object *symptom, *victim = NULL;
218
219 while ((symptom = find_symptom (disease)) != NULL)
220 {
221 if (!victim)
222 victim = symptom->env;
223
224 symptom->destroy ();
225 }
226
227 if (victim)
228 victim->update_stats ();
229
230 return 0;
231 }
232
233 /* argument is a disease */
234 object *
235 find_symptom (object *disease)
236 {
237 object *walk;
238
239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245 }
246
247 /* searches around for more victims to infect */
248 int
249 check_infection (object *disease)
250 {
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic);
256
257 if (disease->env)
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269
270 if (!map)
271 return 0;
272
273 for (int i = x - range; i <= x + range; i++)
274 for (int j = y - range; j <= y + range; j++)
275 {
276 sint16 i2, j2;
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0);
282 }
283
284 return 1;
285 }
286
287 /* check to see if an object is infectable:
288 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable.
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292 */
293 int
294 infect_object (object *victim, object *disease, int force)
295 {
296 object *tmp;
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0;
302
303 /* check and see if victim can catch disease: diseases
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0;
308
309 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0;
312
313 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318
319 /* There used to (IMO) be a flaw in the below - it used to be the case
320 * that if level check was done for both immunity and disease. This could
321 * result in a person with multiple afflictions of the same disease
322 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
323 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more.
325 */
326
327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */
333 }
334
335 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = disease->clone ();
337 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340
341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
342 * resulting in exp going into the owners *current* chosen skill.
343 */
344
345 if (disease->owner)
346 {
347 new_disease->set_owner (disease->owner);
348
349 /* Only need to update skill if different */
350 if (new_disease->skill != disease->skill)
351 new_disease->skill = disease->skill;
352 }
353 else
354 { /* for diseases which are passed by hitting, set owner and praying skill */
355 if (disease->env && disease->env->type == PLAYER)
356 {
357 object *player = disease->env;
358
359 new_disease->set_owner (player);
360
361 /* the skill pointer for these diseases should already be set up -
362 * hardcoding in 'praying' is not the right approach.
363 */
364 }
365 }
366
367 insert_ob_in_ob (new_disease, victim->head_ ());
368 /* This appears to be a horrible case of overloading 'NO_PASS'
369 * for meaning in the diseases.
370 */
371 new_disease->move_block = 0;
372 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 {
374 char buf[128];
375
376 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim
378 */
379 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
381 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383
384 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else
387 new_draw_info (0, 4, new_disease->owner, buf);
388 }
389
390 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392
393 return 1;
394
395 }
396
397 /* this function monitors the symptoms caused by the disease (if any),
398 causes symptoms, and modifies existing symptoms in the case of
399 existing diseases. */
400 int
401 do_symptoms (object *disease)
402 {
403 object *symptom;
404 object *victim;
405 object *tmp;
406
407 victim = disease->env;
408
409 if (!victim)
410 return 0; /* no-one to inflict symptoms on */
411
412 /* This is a quick hack - for whatever reason, disease->env will point
413 * back to disease, causing endless loops. Why this happens really needs
414 * to be found, but this should at least prevent the infinite loops.
415 */
416 //TODO: should no longer be the case, monitor, and remove
417 if (victim == disease)
418 {
419 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
420 return 0;
421 }
422
423 symptom = find_symptom (disease);
424 if (!symptom)
425 {
426 /* no symptom? need to generate one! */
427 object *new_symptom;
428
429 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
430 if (!is_susceptible_to_disease (victim, disease))
431 return 0;
432
433 /* check for an actual immunity */
434 /* do an immunity check */
435 if (victim->head)
436 tmp = victim->head->inv;
437 else
438 tmp = victim->inv;
439
440 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (tmp->name == disease->name && tmp->level >= disease->level)
443 return 0; /*Immune! */
444
445 new_symptom = get_archetype ("symptom");
446
447 /* Something special done with dam. We want diseases to be more
448 * random in what they'll kill, so we'll make the damage they
449 * do random, note, this has a weird effect with progressive diseases.
450 */
451 if (disease->stats.dam != 0)
452 {
453 int dam = disease->stats.dam;
454
455 /* reduce the damage, on average, 50%, and making things random. */
456
457 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
458 if (disease->stats.dam < 0)
459 dam = -dam;
460
461 new_symptom->stats.dam = dam;
462 }
463
464 new_symptom->stats.maxsp = disease->stats.maxsp;
465 new_symptom->stats.food = new_symptom->stats.maxgrace;
466
467 new_symptom->name = new_symptom->name_pl = disease->name;
468
469 new_symptom->level = disease->level;
470 new_symptom->speed = disease->speed;
471 new_symptom->value = 0;
472
473 for (int i = 0; i < NUM_STATS; ++i)
474 new_symptom->stats.stat (i) = disease->stats.stat (i);
475
476 new_symptom->stats.sp = disease->stats.sp;
477 new_symptom->stats.food = disease->last_eat;
478 new_symptom->stats.maxsp = disease->stats.maxsp;
479 new_symptom->last_sp = disease->last_sp;
480 new_symptom->stats.exp = 0;
481 new_symptom->stats.hp = disease->stats.hp;
482 new_symptom->msg = disease->msg;
483 new_symptom->attacktype = disease->attacktype;
484 new_symptom->other_arch = disease->other_arch;
485
486 new_symptom->set_owner (disease->owner);
487
488 if (new_symptom->skill != disease->skill)
489 new_symptom->skill = disease->skill;
490
491 new_symptom->move_block = 0;
492 insert_ob_in_ob (new_symptom, victim);
493 return 1;
494 }
495
496 /* now deal with progressing diseases: we increase the debility
497 * caused by the symptoms.
498 */
499 if (disease->stats.ac)
500 {
501 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
502
503 float scale = 1.f + symptom->value / 100.f;
504
505 /* now rescale all the debilities */
506 for (int i = 0; i < NUM_STATS; ++i)
507 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
508
509 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
510 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
511 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
512 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
513 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
514 symptom->stats.exp = 0;
515 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
516 symptom->msg = disease->msg;
517 symptom->attacktype = disease->attacktype;
518 symptom->other_arch = disease->other_arch;
519 }
520
521 SET_FLAG (symptom, FLAG_APPLIED);
522 victim->update_stats ();
523
524 return 1;
525 }
526
527 /* grants immunity to plagues we've seen before. */
528 int
529 grant_immunity (object *disease)
530 {
531 object *immunity;
532 object *walk;
533
534 /* Don't give immunity to this disease if last_heal is set. */
535 if (disease->last_heal)
536 return 0;
537 /* first, search for an immunity of the same name */
538 for (walk = disease->env->inv; walk; walk = walk->below)
539 {
540 if (walk->type == 98 && disease->name == walk->name)
541 {
542 walk->level = disease->level;
543 return 1; /* just update the existing immunity. */
544 }
545 }
546 immunity = get_archetype ("immunity");
547 immunity->name = disease->name;
548 immunity->level = disease->level;
549 immunity->move_block = 0;
550 insert_ob_in_ob (immunity, disease->env);
551 return 1;
552
553 }
554
555
556 /* make the symptom do the nasty things it does */
557
558 int
559 move_symptom (object *symptom)
560 {
561 object *victim = symptom->env;
562 object *new_ob;
563 int sp_reduce;
564
565 if (victim == NULL || victim->map == NULL)
566 { /* outside a monster/player, die immediately */
567 symptom->destroy ();
568 return 0;
569 }
570
571 if (symptom->stats.dam > 0)
572 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
573 else
574 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
575
576 if (symptom->stats.maxsp > 0)
577 sp_reduce = symptom->stats.maxsp;
578 else
579 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
580 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
581
582 /* create the symptom "other arch" object and drop it here
583 * under every part of the monster
584 * The victim may well have died.
585 */
586
587 if (victim->map == NULL)
588 return 0;
589 if (symptom->other_arch)
590 {
591 object *tmp;
592
593 tmp = victim;
594 if (tmp->head != NULL)
595 tmp = tmp->head;
596 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
597 {
598 new_ob = arch_to_object (symptom->other_arch);
599 new_ob->x = tmp->x;
600 new_ob->y = tmp->y;
601 new_ob->map = victim->map;
602 insert_ob_in_map (new_ob, victim->map, victim, 0);
603 }
604 }
605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
606
607 return 1;
608 }
609
610 /* possibly infect due to direct physical contact
611 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
612 int
613 check_physically_infect (object *victim, object *hitter)
614 {
615 /* search for diseases, give every disease a chance to infect */
616 for (object *disease = hitter->inv; disease; disease = disease->below)
617 if (disease->type == DISEASE)
618 infect_object (victim, disease, 0);
619
620 return 1;
621 }
622
623 // find a disease in someone
624 object *
625 find_disease (object *victim)
626 {
627 for (object *disease = victim->inv; disease; disease = disease->below)
628 if (disease->type == DISEASE)
629 return disease;
630
631 return 0;
632 }
633
634 /* do the cure disease stuff, from the spell "cure disease" */
635 int
636 cure_disease (object *sufferer, object *caster)
637 {
638 object *disease, *next;
639 int casting_level;
640 int cure = 0;
641
642 if (caster)
643 casting_level = caster->level;
644 else
645 casting_level = 1000; /* if null caster, CURE all. */
646
647 for (disease = sufferer->inv; disease; disease = next)
648 {
649 next = disease->below;
650
651 if (disease->type == DISEASE)
652 { /* attempt to cure this disease */
653 /* If caster level is higher than disease level, cure chance
654 * is automatic. If lower, then the chance is basically
655 * 1 in level_diff - if there is a 5 level difference, chance
656 * is 1 in 5.
657 */
658 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
659 {
660 remove_symptoms (disease);
661 cure = 1;
662
663 if (caster)
664 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
665
666 disease->destroy ();
667 }
668 }
669 }
670
671 if (cure)
672 {
673 /* Only draw these messages once */
674 if (caster)
675 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
676
677 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
678 }
679
680 return 1;
681 }
682
683 /* reduces disease progression: reduce_symptoms
684 * return true if we actually reduce a disease.
685 */
686 int
687 reduce_symptoms (object *sufferer, int reduction)
688 {
689 object *walk;
690 int success = 0;
691
692 for (walk = sufferer->inv; walk; walk = walk->below)
693 {
694 if (walk->type == SYMPTOM)
695 {
696 if (walk->value > 0)
697 {
698 success = 1;
699 walk->value = max (0, walk->value - 2 * reduction);
700 /* give the disease time to modify this symptom,
701 * and reduce its severity. */
702 walk->speed_left = 0;
703 }
704 }
705 }
706
707 if (success)
708 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
709
710 return success;
711 }